Neutrino Core
RiptOPL can hand any individual game to an external Neutrino ELF instead of OPL's built-in EE core. The choice is made per game, leaving other titles on the default OPL core untouched. This is useful for titles that boot more reliably under Neutrino, or when you want fine-grained control over Neutrino's own launch flags.
Neutrino is created by rickgaiser โ a
"Small, Fast and Modular PS2 Device Emulator". The
release package bundles the official latest build as a ready-to-use neutrino/ folder
under its AFL-3.0 licence; see Credits for the full
attribution. Report launching problems to us and genuine Neutrino bugs upstream.
1. Install Neutrino
The release package includes a complete neutrino/ folder: copy the whole folder
to a location RiptOPL can keep available through the handoff. On ordinary non-MMCE setups,
mc0:/neutrino/ or mc1:/neutrino/ is supported. A memory card is the last
automatic location OPL looks, not the first.
mmceN: rather than
relying on the same slot's mcN: view: use mmceN:/neutrino/, or put
neutrino/ under the configured MMCE Prefix Path. The GameID command switches the
emulated memory-card view. An mcN:-hosted Neutrino would be displaced by that switch,
so RiptOPL detects the collision and skips the GameID switch for that launch to keep the
loader readable. An mmceN: install is not affected, so the per-game card switch can
still occur. Auto deliberately probes the active game device before memory-card fallbacks.
The full lookup order is:
| Priority | Where OPL looks |
|---|---|
| 1 | An explicit Neutrino Device choice: Memory Card is tried first; Game's Device is exclusive |
| 2 | A custom path in the neutrino_path key of settings_riptopl.cfg (see below) |
| 3 | The active game's own device: <games prefix>/neutrino/, then <device root>/neutrino/ |
| 4 | The internal APA HDD's OPL data partition, while the HDD is started (see below) |
| 5 | mc0: / mc1:: NEUTRINO/neutrino.elf and its lowercase / NEUTRINO.ELF variants |
A miss on the device you picked falls through to the automatic tiers. The exception is Game's Device, which only looks on the game's own device and reports "not found" instead of falling back.
The internal APA HDD is also searched, through the OPL data partition OPL has already mounted โ the same partition NHDDL resolves for its own hdd0:/<OPL partition>/neutrino/neutrino.elf rule (read from hdd0:__common/OPL/conf_hdd.cfg, with +OPL or __common/OPL as fallbacks). In practice that means one of these two layouts, with nothing to configure:
| Your OPL data home | Put Neutrino at |
|---|---|
+OPL (preferred when the partition exists) | hdd0:/+OPL/neutrino/ |
__common | hdd0:/__common/OPL/neutrino/ |
The APA HDD must be started for this to resolve โ nothing is mounted to read otherwise โ but the game itself may live anywhere: a USB or MMCE game can boot from an APA-hosted Neutrino, and OPL keeps that partition mounted across the handoff. An install on a partition that is not the OPL data home cannot be reached; move it, or use another device.
If none of those paths exist when you launch a game set to the Neutrino core, OPL shows a warning and falls back to the <OPL> core for that launch only.
Custom Neutrino ELF path
You can override the automatic lookup with the neutrino_path key in settings_riptopl.cfg; there is no menu row for it. In Auto, a valid custom path is checked before the active game device. Memory Card explicitly tries mc0:/mc1: first, while Game's Device ignores the custom path and searches only the active game's own device.
Network boot exception
The UDPBD / UDPFS feature ships its own bundled Neutrino โ a drag-and-drop neutrino/ folder (neutrino.elf plus config/ and modules/) in the release zip, pre-populated with the UDPFS config. Per-game Neutrino use still needs you to supply neutrino.elf at the paths above.
2. Pick the core per game
Open Game Settings
Highlight a game, press Triangle and choose Game Settings.
Set Loader Core
Change Loader Core to Neutrino. The other option is <OPL> (the built-in core; default for every game).
Save
Save. The selection is written as $CoreLoader in that game's .cfg file.
Where Neutrino works
| Game source | Neutrino? |
|---|---|
| USB / MX4SIO | Yes |
| iLink / IEEE 1394 (FAT PS2 models only) | Supported and wired; the post-2692 build adds quick boot for RiptOPL's inherited-stack handoff and is pending hardware retest |
| Internal ATA (BDM block device) | Yes |
| Internal HDD (APA partition → HDL) | Yes |
| MMCE (SD2PSX / MemCard PRO2) | Yes |
| UDPBD / UDPFS (network block device) | Yes โ and required; no OPL core backend exists for these (see Network Boot) |
| SMB / Ethernet | No โ falls back to <OPL> |
USB Extreme split images (.ul) | No โ falls back to <OPL> |
Compressed ISO (.zso) | No โ falls back to <OPL> |
-bsd=ilink token but did not add -qb. RiptOPL's bridge deliberately
preserves the mounted iLink environment, while Neutrino documents -qb as direct entry into
its load environment, so that omission is a source-confirmed handoff mismatch consistent with the
failure. The post-2692 correction below still needs a hardware pass to prove whether it was the
complete cause; this page does not call it a pass yet.
-qb retest is therefore necessary but may not be sufficient — some iLink
enclosures are expected to fail upstream as well.
Unsupported sources fall back to the <OPL> core automatically with an on-screen warning. No manual intervention is needed โ OPL detects the format and adjusts.
*.VCD, ember.elf for Ember titles โ never OPL's core and never Neutrino. The Loader Core selector is locked and has no effect for PS1 games. See PS1 Games (VCD).
3. Neutrino Device picker
Under Settings → Game Launching → Neutrino Defaults → Default Device, the current picker intentionally exposes only three policies. Device-specific entries such as USB, MX4SIO, MMCE, exFAT HDD, APA HDD and iLink are not user-facing choices in current builds.
Available choices:
- Auto โ checks a valid custom
neutrino_pathfirst, then the active game's prefix and bare device root, then the mounted APA HDD OPL data home, then themc0:/mc1:candidates (default). - Memory Card โ tries
mc0:/mc1:first; if they miss, the normal Auto fallback tiers are still available. MMCE users who need GameID card switching should not use anmcN:-hosted Neutrino on that same slot. - Game's Device โ searches only the active game's own device: its configured games-prefix path first, then the bare device root. There is no custom-path, APA-HDD or memory-card fallback; a miss shows "not found" and aborts the Neutrino handoff.
The active-device probe accepts the normal NEUTRINO/neutrino.elf /
neutrino/neutrino.elf case variants. For MMCE this means, for example,
mmce0:/OPL/neutrino/neutrino.elf when OPL is the Prefix Path, then
mmce0:/neutrino/neutrino.elf at the bare root. The APA HDD remains a special Auto
fallback through the already-mounted OPL data partition (see ยง1).
4. Launch arguments
OPL always builds the mandatory Neutrino arguments automatically from the game and its settings โ most of which you never type yourself (-dbc, -logo and -gsm are the three exceptions: forward one yourself and OPL drops its own copy โ see the callout at the end of this section, and ยง5):
| Auto-emitted argument | When emitted |
|---|---|
-bsd=<usb|ilink|mx4sio|ata|mmce|udpbd|udpfsbd|udpfs> | Always (the storage backend) |
-bsdfs=hdl | Internal HDD (APA) only |
-dvd=<path> / -dvd=hdl:<partition> | Always (the game image or partition) |
-qb | USB and iLink. RiptOPL's no-reset bridge preserves the mounted BDM environment; quick boot enters Neutrino's load environment without resetting that inherited stack away. An active user-supplied copy is never duplicated. |
-gc=<modes> | Only when OPL compat modes are set for the game |
-dbc | Only when Debug Colors is enabled |
-logo | Only when PS2 Logo is enabled |
-gsm=<mode> | Only when a Neutrino Video mode resolves โ the per-game picker, or the global Settings โ Game Launching โ Neutrino Video default when the per-game picker is โDefaultโ (see ยง5) |
-mc0=<path> / -mc1=<path> | Only when a per-game VMC is configured for that slot |
Global and per-game extra args
On top of the auto-built arguments you can pass extra Neutrino flags in two places. Both sets are appended after the auto-built arguments; global first, then per-game, so a game can extend or override the global defaults.
- Global (every Neutrino launch): Settings → Game Launching → Neutrino Advanced Arguments — config key
neutrino_argsinsettings_riptopl.cfg. - Per game (one title only): Triangle → Game Settings → Neutrino Launch Args — config key
$NeutrinoArgsin the game's.cfg.
Arguments are space-separated. Example:
-mt=dvd -gsm=1
neutrino_args (global, in settings_riptopl.cfg) or $NeutrinoArgs (per game, in the game's .cfg) directly โ OPL reads and forwards the full string at launch. The editor preserves every field you do not touch at its full stored length, so opening and closing the dialog never truncates a hand-edited value.
Structured Neutrino Args sub-screen
Both the global entry (Settings → Game Launching → Neutrino Advanced Arguments) and the per-game field (Triangle → Game Settings → Neutrino Launch Args) are buttons that open the same companion sub-screen. It breaks the argument string into named fields โ Quick Boot (-qb), Debug Colors (-dbc), PS2 Logo (-logo), Working Dir (-cwd), Config (-cfg), Boot ELF (-elf), ATA0 Image (-ata0), ATA0 ID (-ata0id), ATA1 Image (-ata1), plus a free-form Extra field โ reassembles them in a valid canonical order with --b kept last, and writes the result back as a single flat string: the global into neutrino_args, the per-game value into $NeutrinoArgs (each game edited independently).
| Field | Argument emitted | Notes |
|---|---|---|
| Quick Boot (-qb) | -qb | Enter Neutrino's load environment directly; emitted first if enabled and supplied automatically for USB/iLink |
| Debug Colors (-dbc) | -dbc | Neutrino's debug colour output; forwarding it here suppresses OPL's own auto-emitted copy |
| PS2 Logo (-logo) | -logo | Show the PS2 logo; forwarding it here suppresses OPL's own auto-emitted copy |
| Working Dir (-cwd) | -cwd=<path> | Override Neutrino's working directory |
| Config (-cfg) | -cfg=<path> | Point Neutrino at an alternate config file |
| Boot ELF (-elf) | -elf=<path> | Launch a different ELF instead of the disc boot ELF |
| ATA0 Image (-ata0) | -ata0=<path> | Override the primary ATA image path |
| ATA0 ID | -ata0id=<id> | Override the ATA0 device ID string |
| ATA1 Image (-ata1) | -ata1=<path> | Override the secondary ATA image path |
| Extra | (verbatim) | Any other flags, including --b and everything after it (passed to the booted ELF); placed last |
The canonical reassembly order is: -qb → -dbc → -logo → -cwd → -cfg → -elf → -ata0 → -ata0id → -ata1 → Extra. The Extra slot also collects any flags the parser does not recognise, preserving them verbatim. --b and everything following it is always kept at the tail (those tokens are arguments forwarded to the booted ELF, not to Neutrino itself).
-bsd, -dvd, -gc, and -mc0/-mc1 are always constructed from the game settings by OPL. Do not enter them in the Extra field or the Launch Args text box โ doing so produces a duplicate that Neutrino may reject or misinterpret. Use the dedicated UI controls (compat modes, VMC slots, etc.) to set those values instead.
-dbc, -logo, and -gsm are the exceptions: they have dedicated controls (the Debug Colors and PS2 Logo toggles in the args sub-screen, and the Neutrino Video picker), and if you do forward one of them yourself OPL suppresses its own auto-emitted copy so exactly one reaches Neutrino. A copy disabled with a leading $ does not count as forwarded, so OPL still emits its own in that case.
5. Per-game Neutrino Video (-gsm)
When a game's Loader Core is set to Neutrino, a Neutrino Video picker appears in Game Settings. This is the Neutrino-side stand-in for the OPL GSM panel (which is an OPL-core-only feature and is greyed under Neutrino). The picker maps to Neutrino's -gsm flag:
| Picker value | Neutrino flag emitted |
|---|---|
| Off (default) | (nothing emitted) |
| 240p | -gsm=fp1 |
| 480p | -gsm=fp2 |
| 1080i x1 | -gsm=1080ix1 |
| 1080i x2 | -gsm=1080ix2 |
| 1080i x3 | -gsm=1080ix3 |
| Default | follows the global Settings โ Game Launching โ Neutrino Video value (no per-game key saved) |
Global default: the same picker also exists in Settings (with its GSM-comp half). Games whose per-game picker is โDefaultโ follow it โ so one global change forces e.g. -gsm=1080ix3 for every Neutrino game. An explicit per-game value โ including Off โ overrides the global.
-gsm=1080ix3) is the community workaround for progressive-looking output โ
the same effect previously reached by launching Neutrino from PS2BBLE/OSDmenu with
-gsm=1080ix3. Set it per game, or globally and leave games on โDefaultโ. True 1080p is not
one of Neutrino's -gsm modes โ its option remains 1080i. RiptOPL's native
OPL core separately provides a hardware-confirmed forced-progressive 1080p GSM mode in every
standard loader; it is guarded by a three-step confirmation, with Triangle + Cross at console
boot changing only the menu to 480p. A game video override must be changed in game settings; the display/connection must accept 480p for menu recovery.The picker is the default source for -gsm. If you manually type -gsm=<value> into the Neutrino Launch Args field, that value wins โ OPL emits only one -gsm argument, because Neutrino aborts on a duplicate or malformed value.
Mode 7 โ fix IOP buffer overrun (-gc=7)
The compat modes list contains a Neutrino-only entry: Mode 7. This maps to -gc=7 and targets a small class of games that overrun an IOP buffer during loading. It is greyed out when the Loader Core is set to <OPL> (the inverse of Modes 4 and 6, which are greyed under Neutrino). Enable it in Game Settings when the game's core is Neutrino.
6. Core-aware per-game settings
The per-game settings screen adapts to the Loader Core chosen for each title, so you only see controls the selected core actually honors.
When Loader Core = Neutrino
- Neutrino Launch Args and Neutrino Video picker are active and editable.
- Compat Modes 4 (Skip Videos) and 6 (Disable IGR) are greyed โ these are OPL ee-core features with no Neutrino equivalent. OPL never forwards them.
- Mode 7 is available (Neutrino-only; see above).
- Download Defaults is greyed โ it pulls OPL bitmask data that does not map to
-gc. - The Configure GSM, Cheat Settings, Controller Emulation and OSD Settings screens show a "not used with the Neutrino core" message instead of dead controls. Use the Neutrino Video picker for video forcing.
- VMC and the rest of Game Settings remain fully available โ VMC is passed to Neutrino as
-mc0/-mc1arguments on BDM devices (USB/iLink/MX4SIO/exFAT HDD/UDPBD), MMCE and UDPFS. The one exception is APA HDD: Neutrino has no APA/pfs backing store to open the.binfrom, so the game boots without the VMC and OPL shows a warning (the OPL core honors the same card normally). See VMC with the Neutrino core. - UDPBD / UDPFS games have no OPL core backend, so the Loader Core selector is locked to Neutrino for them and cannot be changed.
When Loader Core = <OPL>
The screen is unchanged from classic OPL. The Neutrino Launch Args field and Neutrino Video picker are greyed (they are never read on the OPL path). Mode 7 is greyed. Modes 4 and 6 are available as usual.
What does Neutrino actually honor from OPL's per-game settings?
Neutrino honors: the storage backend + image path (-bsd / -dvd, automatic), the compat mode subset that maps to -gc (Modes 1/2/3/5/7), VMC via -mc0/-mc1 (BDM/MMCE/UDPFS โ not APA HDD), -logo (PS2 logo), -dbc (debug colors), the Neutrino Video picker (-gsm; per-game with a global default in Settings), and the free-text Neutrino Launch Args field. It does not honor: Cheats (OPL patches EE RAM), OPL GSM (OPL patches the GS registers), IGR (OPL's in-game reset hook), PADEMU (OPL's USB gamepad emulation), or OSD Language โ all are OPL-embedded-core features with no Neutrino equivalent.
7. Network boot โ UDPBD / UDPFS
UDPBD and UDPFS stream games from a PC over the LAN as network block devices. The block protocols (UDPBD and UDPFS-Image) share the BDM block tab โ labelled UDPBD Games or UDPFSBD Games depending on which one is active โ while UDPFS-Files is a separate filesystem device with its own UDPFS Games tab. Only one can be active per boot anyway (a single NIC), so the two never appear side by side. Either list carries covers and per-game settings. Because there is no OPL cdvdman backend for network block devices, these games always and only launch via Neutrino โ OPL forces the Neutrino core automatically, and if neutrino.elf is missing it warns and returns to the menu (there is no <OPL> fallback).
Full setup, server instructions, and the UDPBD vs UDPFS protocol comparison are on the Network Boot page.